veloren_voxygen_anim/bird_large/
summon.rs

1use super::{
2    super::{Animation, vek::*},
3    BirdLargeSkeleton, SkeletonAttr,
4};
5use common::{states::utils::StageSection, util::Dir};
6
7pub struct SummonAnimation;
8
9type SummonAnimationDependency = (f32, Option<StageSection>, f32, Dir, bool);
10
11impl Animation for SummonAnimation {
12    type Dependency<'a> = SummonAnimationDependency;
13    type Skeleton = BirdLargeSkeleton;
14
15    #[cfg(feature = "use-dyn-lib")]
16    const UPDATE_FN: &'static [u8] = b"bird_large_summon\0";
17
18    #[cfg_attr(feature = "be-dyn-lib", export_name = "bird_large_summon")]
19    fn update_skeleton_inner(
20        skeleton: &Self::Skeleton,
21        (global_time, stage_section, timer, look_dir, on_ground): Self::Dependency<'_>,
22        anim_time: f32,
23        rate: &mut f32,
24        s_a: &SkeletonAttr,
25    ) -> Self::Skeleton {
26        *rate = 1.0;
27        let mut next = (*skeleton).clone();
28
29        let (movement1base, movement2base, movement3, twitch) = match stage_section {
30            Some(StageSection::Buildup) => (anim_time.powf(0.25), 0.0, 0.0, 0.0),
31            Some(StageSection::Action) => (1.0, anim_time.min(1.0).powf(0.1), 0.0, anim_time),
32            Some(StageSection::Recover) => (1.0, 1.0, anim_time.min(1.0).powi(2), 1.0),
33            _ => (0.0, 0.0, 0.0, 0.0),
34        };
35
36        let pullback = 1.0 - movement3;
37        let subtract = global_time - timer;
38        let check = subtract - subtract.trunc();
39        let mirror = (check - 0.5).signum();
40        let twitch2 = mirror * (twitch * 20.0).sin() * pullback;
41
42        let movement1abs = movement1base * pullback;
43        let movement2abs = movement2base * pullback;
44
45        let wave_slow_cos = (anim_time * 4.5).cos();
46
47        next.head.scale = Vec3::one() * 0.98;
48        next.neck.scale = Vec3::one() * 1.02;
49        next.leg_l.scale = Vec3::one() * 0.98;
50        next.leg_r.scale = Vec3::one() * 0.98;
51        next.foot_l.scale = Vec3::one() * 1.02;
52        next.foot_r.scale = Vec3::one() * 1.02;
53
54        next.chest.position = Vec3::new(
55            0.0,
56            s_a.chest.0,
57            s_a.chest.1 + wave_slow_cos * 0.06 + twitch2 * 0.1,
58        );
59
60        next.head.position = Vec3::new(0.0, s_a.head.0, s_a.head.1);
61        next.head.orientation =
62            Quaternion::rotation_x(movement1abs * -1.0 - movement2abs * 0.1 + look_dir.z * 0.4);
63
64        next.beak.position = Vec3::new(0.0, s_a.beak.0, s_a.beak.1);
65        next.beak.orientation = Quaternion::rotation_x(movement1abs * -0.7 + twitch2 * 0.1);
66
67        if on_ground {
68            next.neck.position = Vec3::new(0.0, s_a.neck.0, s_a.neck.1);
69            next.neck.orientation = Quaternion::rotation_x(movement1abs * 0.5 - movement2abs * 0.5);
70
71            next.chest.orientation =
72                Quaternion::rotation_x(movement1abs * 1.1 - movement2abs * 0.1);
73
74            next.wing_in_l.position = Vec3::new(-s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
75            next.wing_in_r.position = Vec3::new(s_a.wing_in.0, s_a.wing_in.1, s_a.wing_in.2);
76
77            next.wing_in_l.orientation =
78                Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
79                    * Quaternion::rotation_y(-1.0 + movement1abs * 1.6 - movement2abs * 1.8)
80                    * Quaternion::rotation_z(0.2 - movement1abs * 1.8 + movement2abs * 0.4);
81            next.wing_in_r.orientation =
82                Quaternion::rotation_x(movement1abs * 0.4 - movement2abs * 0.4)
83                    * Quaternion::rotation_y(1.0 - movement1abs * 1.6 + movement2abs * 1.8)
84                    * Quaternion::rotation_z(-0.2 + movement1abs * 1.8 - movement2abs * 0.4);
85
86            next.wing_mid_l.position = Vec3::new(-s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
87            next.wing_mid_r.position = Vec3::new(s_a.wing_mid.0, s_a.wing_mid.1, s_a.wing_mid.2);
88            next.wing_mid_l.orientation =
89                Quaternion::rotation_y(-0.1 - movement2abs * 0.4) * Quaternion::rotation_z(0.7);
90            next.wing_mid_r.orientation =
91                Quaternion::rotation_y(0.1 + movement2abs * 0.4) * Quaternion::rotation_z(-0.7);
92
93            next.wing_out_l.position = Vec3::new(-s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
94            next.wing_out_r.position = Vec3::new(s_a.wing_out.0, s_a.wing_out.1, s_a.wing_out.2);
95            next.wing_out_l.orientation =
96                Quaternion::rotation_y(-0.2 - movement2abs * 0.4) * Quaternion::rotation_z(0.2);
97            next.wing_out_r.orientation =
98                Quaternion::rotation_y(0.2 + movement2abs * 0.4) * Quaternion::rotation_z(-0.2);
99
100            next.tail_front.position = Vec3::new(0.0, s_a.tail_front.0, s_a.tail_front.1);
101            next.tail_front.orientation =
102                Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
103            next.tail_rear.position = Vec3::new(0.0, s_a.tail_rear.0, s_a.tail_rear.1);
104            next.tail_rear.orientation =
105                Quaternion::rotation_x(-movement1abs * 0.1 + movement2abs * 0.1 + twitch2 * 0.02);
106        }
107
108        next
109    }
110}